the manager of my local FLGS came back from the gama trade show where he and his wife PLAYED in sinister secret of whiterock. i've been pumping him for information but the best i can get is that they all nearly died several times.

worst of all, they even saw a map handout of the levels of whiterock, which, from what they tell me, is to be included in the sinister secret free rpg day module. the gm took back the map after the session but i'm asking my friend to do the best he can to draw it for posting here on the forums.

from the sounds of it, there are several main levels and then a ton of smaller secret levels that pcs might never find unless they are paying close attention to clues and whatnot.

Sinister Secret is a short, fun, nasty module. Harley did a great job. (I'm already plotting to work it into my home DragonMech campaign.)

As for your friend, Warduke, if he manages to even get close to recreating the handout ... well, that's some photographic memory! Regarding his description of the levels and sub-levels, I'll simply say that cleverness and attention to detail will be rewarded just as much as skill in combat. And "several" main levels? Oh, it's MORE than "several"...!

turns out master hart is right.............the "map" my friend gave me looks like the fevered scribblings of a dungeon delver who barely escaped with his life, and was driven forever mad by the ordeal. seriously ............levels stacked on levels stacked on levels. the really cool thing he came away with (imho) is that the levels aren't just some massive sprawling flat level (ala castle blackmore or ruins of undermountain) but acutally varied, unique levels with some sort of "sinister" master plan.

not that we would expect anything less from the fiends that write for goodman games......................

so don't worry ogrepuppy no map spoilers here. from what he could infer, water was a factor somehow in whiterock (with an underwater level maybe?)----- my manager said that his character nearly died plummeting into an underground lake. the found an island in the darkness but he wouldn't tell me anything more ....... snide bastard

he did say the handouts were really, really cool though, and that there were crazy runes around the whiterock map. it sounds likethe group tried to decipher the runes to learn more about the dungeon. what the runes meant though, he wasn't telling.

if i can't get a copy on june 23 will someone please, please, please make a photocopy for me?

Oh now thats just hot. that dungeon is HUGE! please please please tell me that this isn't like the "ruins of undermountain" where they detailed a tiny portion of the dungeon and left massive swaths without any sort of direction. (sure, it's cool to have flexiblity, but i can draw mazes of 10 ft corridors myself)

and a dragon at the bottom. ::sighs with joy::

this truly is the dungeon crawl to end all dungeon crawls. how many thousands will perish in its lightless depths?!

I clipped the large text in the upper right corner of the map. I made a guess at what the text might mean and did a simple number count. And unless my math is off, it translates.

C A S T L E ; W H I T E R O C K ; M A P

Now before we get excited, the meaning of the runes seem to change. Either the drunken gnome cartographer who made the map simply inserted gibberish OR it could be some sort of evolving letter replacement code (which would make things REALLY challenging). Either way, we might be able use letter counting to guess at what the other runes mean.

That doesnt seem right to me. The first group of letters (I would call it a word, but who knows) are repeated in the second (word) preceded by the 3rd group of letters (word) If the first group was CASTLE and the 3rd group was MAP, the middle group would be MAPCASTLE. So you would have CASTLE; MAPCASTLE: MAP

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